LC Vulpix

Taken over from Blizzardy with permission from Bryiella


Overview
########

As the monarch of sun offense courtesy of its metagame-defining ability Drought, Vulpix wields a significant degree of influence for its capability to hold entire teams on its shoulders, dilute the offensive prowess of many Water-types, and account for the viability of all Chlorophyll users. Its impressive supportive and offensive movepool means it's far from a sitting duck, as with the correct move, it has the potential to seriously cripple or 2HKO just about every threat in LC. Moreover, these characteristics allow it function as an effective stand-alone Pokemon, easily checking many dangerous threats such as Snover, Croagunk, and Magnemite. Vulpix's Drought ability makes its Fire-type STAB moves some of the strongest attacks in the game. With its impressive offensive presence blended together with its good 17 Speed, Vulpix is able to equip a Choice Scarf and function as a fantastic late-game sweeper and revenge killer all the same.

While the level of support Vulpix provides is unquestionably good, it's limited to no more than eight turns of sun at most with a Heat Rock. This limitation of support requires Vulpix to be played with precision and long-term planning, especially when taking into account that dedicated sun teams absolutely require its support to do anything noteworthy. To add insult to injury, Vulpix isn't so difficult to wear down due to its susceptibility to Stealth Rock as well as having rather mediocre defenses, which makes switching into even neutral-STAB attacks a daunting task. Overall, Vulpix is the personification of a "team player", as even after its demise, it might just leave a few turns of sun to pave the way for your team's victory.

Offensive Sun Support
########
name: Offensive Sun Support
move 1: Fire Blast
move 2: Energy Ball
move 3: Will-O-Wisp / Hypnosis / Toxic
move 4: Protect / Hidden Power Ground / Roar
ability: Drought
item: Heat Rock
evs: 52 HP / 196 SpA / 236 Spe
nature: Timid

Moves
========
Fire Blast is Vulpix's most powerful STAB of choice, being quite powerful, especially in the sun. However, it's middling accuracy may draw some players towards Flamethrower. Energy Ball gets great coverage alongside Vulpix's Fire stab, as it hits bulky waters, such as Chinchou and Tirtouga, for Super-Effective damage. Will-O-Wisp can cripple physical attackers and helps give Vulpix take some attacks better. Toxic, however, can cripple special walls such as Munchlax or other Fire-types who are immune to Burn, such as Ponyta. Hypnosis is useful for providing free turns and helps Vulpix pivot to Chlorophyll sweepers. Similarly, protect keeps Vulpix safe from Fake Out and helps secure switches. Hidden Power Ground is another coverage move to hit other Fire-types. Finally, Roar can be useful for a team that is worried about Torchic and other set-up sweepers.

Set Details
========
Heat Rock is beneficial for extending the duration of sun from 5 to 8 turns which helps Chlorophyll sweepers by giving them more time on the battlefield. A timid nature is used to outspeed some physical attackers like Adamant Mienfoo that can be crippled with Will-O-Wisp.

Usage Tips
========
The set's main job is to keep the sun out while using Vulpix's powerful coverage options to help its teammates with sweeping. Vulpix doesn't always need to be the lead; it all depends on the opponent's team. For example, it may help to first remove certain pokemon, such as Sticky Web setters, which can make Vulpix's job a lot harder.

Team Options
========
Vulpix is usually the supporter of the team, but it does appreciate some help from its teammates. Rock- and Ground-types such as Archen and Drilbur, respectively, can help Vulpix by being able to check certain Rock Ground and Flying-types, which usually give sun teams some trouble. Other Fire-types appreciate sun for being able to remove their Water-type weakness while simultaneously boosting their Fire-type STAB moves. Chlorophyll sweepers such as Oddish or Bellsprout are capable of using Vulpix's sun to the fullest potential by getting a Speed boost and sweeping through teams.

Choice Scarf
########
name: Choice Scarf
move 1: Fire Blast
move 2: Energy Ball
move 3: Hidden Power Rock
move 4: Overheat / Sleep Talk
ability: Drought
item: Choice Scarf
evs: 52 HP / 196 SpA / 240 Spe
nature: Timid

Moves
========
Fire Blast is insanely powerful, especially when amplified by sun. Energy Ball hits bulky Water-types such as Chinchou, while Hidden Power Rock can deal a solid amount of damage to other Fire-types such as Larvesta or Ponyta. Finally, Overheat is an extremely powerful and accurate attack, however, due to its secondary effect, it should only be used in quick situations where raw power is needed over longevity. Sleep Talk allows Vulpix to switch in on common sleep inducers such as Foongus, Cottonee, and Bellsprout and still be able to threaten them. If you do decide to run Sleep Talk, it is recommended that you forgo a fourth move to increase your chances of using a more potent coverage move, namely Fire Blast or Energy Ball.

Set Details
========
The Choice Scarf allows Vulpix to fill the role as a nasty revenge killer or late-game sweeper. Vulpix's high Base Power moves are even further amplified in the sun, which Vulpix will always be under. However, this set is less useful in terms of team support due to the lack of Heat Rock, which will sun to only 5 turns.

Usage Tips
========

This set is both an effective revenge killer and potent team supporter, as it uses Vulpix's Speed and power to force threats out while still summoning sun for other sweepers.It's best used mid-game to open holes in the opposing team's defense, (AC) which gives other sweepers an easier time. Additionally, Energy Ball provides great coverage to lure in Rock- and Water-types. Keep in mind, however, that without the Heat Rock, Vulpix can only summon sun for up to 5 turns. This is not bad for Vulpix, but makes sweeping with Chlorophyll sweepers a bit more difficult.

Team Options
========
As with most Fire-types, Vulpix greatly appreciates a teammate that can maintain control over entry hazards. Drilbur makes for a good partner, as it is able to handle opposing Rock- and Fire-types, set up Stealth Rock, and keep the field clear with Rapid Spin. Oddish and Bellsprout are the two best Chlorophyll abusers, so naturally they pair well with Vulpix, which also benefits from their ability to weed out bulky Water and Rock-types. Diglett is able to trap other Fire-types such as Ponyta that wall most of Vulpix's sets.

Life Orb
########
name: Life Orb
move 1: Overheat
move 2: Fire Blast
move 3: Energy Ball
move 4: Hidden Power Rock / Will-O-Wisp
ability: Drought
item: Heat Rock
evs: 196 SpA / 236 Spe
4 HP IVs
nature: Timid

Moves
========
A sun-boosted Overheat will roast almost everything in the metagame, however, due to its secondary effect, it isn't a good option to use if you need Vulpix to say in longer, in which case Fire Blast is the better option. Energy Ball and Hidden Power Rock are used for their good coverage, however, Will-O-Wisp can be used instead of one to cripple physical switch-ins such as Archen or Munchlax.

Set Details
========
Life Orb in tandem with the sun makes Vulpix's Fire-type moves insanely powerful. With only 4 IVs in HP, Vulpix hits 19 HP, which minimizes Life Orb and Entry Hazard damage. This set is a very potent lure to bulky Pokemon such as Chinchou and Archen, which Vulpix can remove with its good coverage and insane power to allow other Pokemon to sweep.

Usage Tips
========
The set's main job is to hit incredibly hard. It also reaches a solid 17 Speed, so it can revenge kill slower threats, however, it is still outpaced by faster Pokemon such as Abra and Ponyta. Due to its Stealth r weakness and general fraily, Vulpix should not being switching in on many Pokemon. However, it finds its best opportunities by preying on slower Pokemon such as Foongus and Ferroseed.

Team Options
========
Vulpix's wallbreaking abilities combined with Drought give Chlorophyll sweepers an easier chance to sweep, though keep the 5 turn sun limit in mind. Entry hazard controllers such as Drilbur and Archen make Vulpix's life easier, as they are able to remove hazards and set up Stealth Rock, which is incredibly important in netting the 2HKO on many would-be Vulpix counters such as Archen. Knock Off is another great utility to help maximize Vulpix's power. Mienfoo and Pawniard are both good abusers of the move and are able to clear out any bulky Rock-types which threaten Vulpix.


Other Options
########

Pain Split may be used so that Vulpix isn't worn down as easily and works effectively on many of its common switch-ins such as Munchlax; however, its mechanics make it a rather inconsistent recovery option. On the flip side, when used correctly, the move can be quite good at wearing down Vulpix's checks. RestTalk is another form of recovery and is a little more consistent. By utilizing RestTalk, Vulpix also works as an effective status sponge and can also run a more defensive spread so that it can last longer throughout the match. Due to the fact that Vulpix forces quite a few switches, Substitute can be used to take advantage of those opportunities, and may also be used with Disable for even more disruptive shenanigans. In regards to other methods of healing, Berry Juice is a very effective way to keep Vulpix healthy, but it comes at the cost of sacrificing Heat Rock, which reduces the effectiveness of Vulpix's supportive role. Flamethrower is a more accurate move as it has a perfect accuracy so it can be used over Fire Blast, however Fire Blast has more power and will usually be more effective. Extrasensory is nice to hit Water-types and that aren't hurt much by Energy Ball like Skrelp and Tentacool. Flame Charge can also be a good option on more offensive variants, as the +1 Speed boost can prove especially useful to prevent Choice Scarf users from constantly forcing Vulpix out. Lastly, Sunny Day is a good option to regain momentum the instant that Hippopatas attempts to switch in and override Drought with Sand Stream.

Checks & Counters
########

**Bulky special walls**: Bulky special walls such as Munchlax, Spritzee, Lickitung, specially defensive Hippopotas, and Goomy can take all of Vulpix's attacks quite easily.

**Reverse weather sweepers**: Reverse weather sweepers such as Rain Dance Mantyke can threaten Vulpix if the sun is not out.

**Knock Off**: Knock Off users can strip away Vulpix's Heat Rock and Choice Scarf, essentially taking away much of its utility.

**Fire- and Rock-types**: Archen, Ponyta, Growlithe, and Tyrunt can check Vulpix, but have to watch out for certain status moves and Hidden Power.

**Houndour and Diglett** Houndour and Diglett both work as decent offensive checks; Diglett in particular can trap Vulpix and stall out sun turns with Substitute.

**Entry Hazard** Stealth Rock, Spikes and Toxic Spikes limit the number of times Vulpix can come in and summon sun.
 
Last edited:

Winry

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Overview
########

As the monarch of sun offense (remove dash) courtesy of its metagame-defining ability Drought, (dash to comma) Vulpix wields a significant degree of influence for its capability to hold entire teams on its shoulders, dilute the offensive prowess of many Water-types, and account for the viability of all Chlorophyll users. Its impressive supportive and offensive movepool means it's far from a sitting duck, as with the correct move, it has the potential to seriously cripple or 2HKO just about every threat in LC Little Cup. Moreover, these characteristics allow it function as an effective stand-alone Pokemon, easily checking many dangerous threats such as Snover, Croagunk, and Magnemite. Furthermore, Vulpix's Drought ability makes its Fire-type STABs STAB moves some of the strongest attacks in the game, even out-damaging dealing more damage than Murkrow's Brave Bird. With its impressive offensive presence blended together with its good 17 Speed, Vulpix is able to equip a Choice Scarf and function as a fantastic late-game sweeper and revenge killer all the same.

While the level of support Vulpix provides is unquestionably good, it's limited to no more than eight turns of sun at most with a Heat Rock. This limitation of support requires Vulpix to be played with precision and long-term planning, especially when taking into account that dedicated sun teams absolutely require its support to do anything noteworthy. To add insult to injury, Vulpix isn't so difficult to wear down due to its susceptibility to Stealth Rock as well as having and rather mediocre defenses, which makes make switching into even neutral-STAB attacks a daunting task. Overall, Vulpix is the personification of a "team player", as even after its demise, it might just leave a few turns of sun to pave the way for your team's victory.

Offensive Sun Support
########
name: Offensive Sun Support
move 1: Fire Blast
move 2: Energy Ball
move 3: Will-O-Wisp / Hypnosis / Toxic
move 4: Protect / Hidden Power Ground / Roar
ability: Drought
item: Heat Rock
evs: 52 HP / 196 SpA / 236 Spe
nature: Timid

Moves
========
Fire Blast is Vulpix's most powerful STAB move of choice, (RC) due to it being quite powerful, (RC) especially in the sun. However, it's its middling accuracy may draw some players towards using Flamethrower instead. Energy Ball gets provides great coverage alongside Vulpix's Fire stab Fire-type STAB move, as it hits bulky waters Water-types, such as Chinchou and Tirtouga, for Super-Effective super effective damage. Will-O-Wisp can cripple physical attackers and helps give lets Vulpix take some attacks better. Alternatively, Toxic, (RC) however, (RC) can cripple special walls such as Munchlax or other Fire-types, (AC) such as Ponyta, (AC) who which are immune to burn, (RC) such as Ponyta. Hypnosis is useful for providing free turns and helping helps Vulpix pivot to Chlorophyll sweepers. Similarly, Protect keeps Vulpix safe from Fake Out and helps secure switches. Hidden Power Ground is another coverage move to hit other Fire-types. Finally, Roar can be useful for a team that is worried about Torchic and other set-up sweepers.

Set Details
========
Heat Rock is beneficial for extending the duration of sun from 5 to 8 turns., (period to comma) which This helps the Chlorophyll sweepers by giving them more time on the battlefield. A Timid nature is used to outspeed some physical attackers like Adamant Mienfoo, (RC) who that can be crippled with Will-O-Wisp.

Usage Tips
========
The set's main job is to keep it Sunny the sun out while using its Vulpix's powerful coverage options to help its teammates in with sweeping. Vulpix doesn't always need to be the lead; it all depends on the opponent's enemies team. For example, it may help to first remove certain Pokemon, such as Sticky Web setters, who which can make Vulpix's job a lot harder.

Team Options
========
Vulpix is usually the supporter of the team, but it does appreciate some help from its teammates. Of course, Chlorophyll sweepers, (RC) like Oddish or Bellsprout, (RC) are capable of using Vulpix's sun to its the fullest potential by getting a Speed boost and sweeping through teams. Rock-types Rock- and Ground-types, (RC) such as Archen and Drilbur, (RC) respectively, (AC) can help Vulpix by being able to check certain Rock-, (AC) Ground-, (AC) and Flying- types, which usually give sun teams some trouble troubles. Other Fire-types appreciate sun for being able to remove their Water-type weakness while simultaneously boosting their Fire-type STAB moves. Chlorophyll sweepers such as Oddish or Bellsprout are capable of using Vulpix's sun to the fullest potential by getting a Speed boost and sweeping through teams. (relocated this sentence and made changes because the previous one stated Vulpix needed support from its teammates, and this sentence doesn't directly address that)

Choice Scarf
########
name: Choice Scarf
move 1: Fire Blast
move 2: Energy Ball
move 3: Hidden Power Rock
move 4: Overheat / Sleep Talk
ability: Drought
item: Choice Scarf
evs: 52 HP / 196 SpA / 240 Spe
nature: Timid

Moves
========
These moves maximize Vulpix's power while also providing great coverage. Fire Blast is insanely powerful, especially when amplified by the sunlight sun. Energy Ball hits the bulky Water-types like such as Chinchou, while Hidden Power Rock can deal a solid amount of damage to other Fire-types, (RC) such as Larvesta or Ponyta. Finally, Overheat is an extremely powerful and accurate attack, however, (AC) due to its secondary effect, it should only be used in quick situations where raw power is needed over longevity. Sleep Talk is interesting because it allows Vulpix to switch in on common sleep inducers such as Foongus, Cottonee, and Bellsprout and still be able to threaten them. If you do decide to run Sleep Talk, it is recommended that you forgo a fourth move to increase your chances of using a more potent coverage move, namely Fire Blast or Energy Ball.

Set Details
========
The Choice Scarf allows Vulpix to fill the role as a nasty revenge killer or late-game sweeper. Vulpix's high Base Power moves are even further amplified in the sun, which Vulpix will always be under. However, this set is less useful in terms of team support due to the lack of Heat Rock, which will limit the sun to only 5 turns.

Usage Tips
========

This set is both an effective revenge killer and potent team supporter, by using its as it uses Vulpix's Speed and power to force threats out while still raising summoning sun for other sweepers. Its It's best used mid-game to open holes in the opposing team's defense, (AC) which gives giving other sweepers an easier time. Additionally, Energy Ball provides great coverage to lure in Rock- and Water-types. Keep in mind, however, that without the Heat Rock, Vulpix can only bring the summon sun for up to 5 turns. This is not bad for itself Vulpix, but makes sweeping with Chlorophyll sweeper sweepers a bit more difficult.

Team Options
========
As with most Fire-types, Vulpix greatly appreciates a teammate who that can maintain control over entry hazards. Drilbur makes for is a good partner option, as it is being able to handle opposing Rock- and Fire-types, (AC) while also setting set up Stealth Rock, (AC) Rocks and keeping keep the field clear with Rapid Spin. Oddish and Bellsprout are the two best Chlorophyll abusers, so naturally they pair good well with Vulpix, who which also benefits from their ability to weed out bulky Water- and Rock-types. Diglett is able to trap other Fire-types, (RC) such as Ponyta, (RC) who walls that wall most of Vulpix's sets.

Life Orb
########
name: Life Orb
move 1: Overheat
move 2: Fire Blast
move 3: Energy Ball
move 4: Hidden Power Rock / Will-O-Wisp
ability: Drought
item: Heat Rock
evs: 196 SpA / 236 Spe
4 HP IVs
nature: Timid

Moves
========
These moves are used to maximize Vulpix's power. A sun-boosted Overheat will roast almost everything in the metagame, however, (AC) due to its secondary effect, (AC) it isn't a good option to use if you need Vulpix to say in longer, in which case Fire Blast is the better option, while still dishing out a heavy amount of damage. Energy Ball and Hidden Power Rock are used for their good coverage, however, (AC) Will-O-Wisp can be used instead of one to cripple physical switch-ins such as Archen or Munchlax.

Set Details
========
Life Orb in tandem with the sun makes Vulpix's Fire-type moves insanely powerful. With only 4 IVs in HP, Vulpix hits 19 HP, which minimizes Life Orb and Stealth Rock damage. This set is a very potent lure to bulky Pokemon such as Chinchou and Archen, who which Vulpix can remove with its good coverage and insane power to allow other Pokemon to sweep.

Usage Tips
========
The set's main job is to hit incredibly hard. It also reaches a solid 17 Speed, so it can revenge kill slower threats, however, (AC) it is still outpaced by faster Pokemon such as Abra and Ponyta. Due to a its Stealth Rock weakness and general frailness frailty, Vulpix should not being switching in on many Pokemon. However, it finds its best opportunities by preying on slower Pokemon such as Foongus and Ferroseed.

Team Options
========
Vulpix's wallbreaking abilities combined with Drought give Chlorophyll sweepers an easier chance to sweep, though keep the 5 turn sun limit in mind. Entry hazard controllers such as like Drilbur and Archen make Vulpix's life easier as well, as they are being able to remove hazards while also tossing and set up Stealth Rock, which is incredibly important in netting the 2HKO on many would-be-counters would-be Vulpix counters, (RC) such as Archen. Knock Off is another great utility to help maximize Vulpix's power. Mienfoo and Pawniard are both good abusers of the move while also being and are able to clear out any bulky Rock-types which threaten Vulpix.


Other Options
########

Pain Split may be used so that Vulpix isn't worn down as easily and works effectively on many of its common switch-ins such as Munchlax; however, its mechanics make it a rather inconsistent recovery option. On the flip side flip-side, when used correctly, the move can be quite good at wearing down Vulpix's checks. RestTalk is another form of recovery and is a little more at least somewhat-more consistent. By utilizing RestTalk, (AC) Vulpix also works as an effective status sponge and can also run a more defensive spread so that it can last longer throughout the match, it also works as an effective status sponge. Due to the fact that Vulpix forces quite a few switches, Substitute can be used to take advantage of those opportunities, and Substitute may also be used with Disable for even more disruptive shenanigans. In regards to other methods of healing, Berry Juice is a very effective way to keep Vulpix healthy, but it comes at the cost of sacrificing Heat Rock, which reduces the effectiveness of Vulpix's supportive role. Flame Charge can also be a good option on more offensive variants, as the +1 Speed boost can prove especially useful to prevent Choice Scarf users from constantly forcing Vulpix out. Lastly, Sunny Day is a good option to regain momentum that the instant that Hippopatas attempts to switch in and override Drought with Sand Stream.

Checks & Counters
########

**Bulky special walls**: Bulky special walls such as Munchlax, Spritzee, Lickitung, specially defensive Hippopotas, and Goomy can take all of Vulpix's attacks quite easily.

**Reverse weather sweepers**: Reverse weather sweepers such as Rain Dance Mantyke (and mantyke in general i guess) can threaten Vulpix if the sun is not out.

**Knock Off**: Not really a counter persay, but k Knock Off users in general can strip away Vulpix's Heat Rock and Choice Scarf, essentially taking away much of the its utility from the first two sets.

**Fire- and Rock-types**: Archen, Ponyta, Growlithe, and Tyrunt can check it Vulpix, but have to watch out for certain status moves / certain and Hidden Powers.

**Houndour and Diglett** Houndour and Diglett both work as decent offensive checks; Diglett in particular can trap it Vulpix and stall out sun turns with Substitute (provided it has it).

**Stealth Rock** Stealth Rock limits to limit the number of times it Vulpix can come in and set up summon sun.
 
Last edited:

antemortem

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amcheck

add / remove / comment / capitalize

Overview
########

As the monarch of sun offense,(AC) courtesy of its metagame-defining ability Drought, Vulpix wields a significant degree of influence for its capability to hold entire teams on its shoulders, dilute the offensive prowess of many Water-types, and account for the viability of all Chlorophyll users. Its impressive supportive and offensive movepool means it's far from a sitting duck, as with the correct moves, it has the potential to seriously cripple or 2HKO just about every threat in LC. Moreover, these characteristics allow it function effectively as an effective stand-alone Pokemon, easily checking many dangerous threats such as Snover, Croagunk, and Magnemite. Vulpix's Drought ability makes its Fire-type STAB moves some of the strongest attacks in the metagame. With its impressive offensive presence,(AC) blended together with its good 17 Speed, Vulpix is able to equip a Choice Scarf and function as a fantastic late-game sweeper and revenge killer all the same.

While the level of support Vulpix provides is unquestionably good, it's limited to no more than eight turns of sun at most (you clarify this point with "no more than") with a Heat Rock. This limitation of support requires Vulpix to be played with precision and long-term planning, especially when taking into account that dedicated sun teams absolutely require its support to do anything noteworthy. To add insult to injury, Vulpix isn't so too difficult to wear down due to its susceptibility to Stealth Rock as well as having rather mediocre defenses, which makes switching into even neutral-(remove)STAB attacks a daunting task. Overall, Vulpix is the personification of a "team player," as,(AC) even after its demise, it might just leave a few turns of sun to pave the way for your its team's victory.

Offensive Sun Support
########
name: Offensive Sun Support
move 1: Fire Blast
move 2: Energy Ball
move 3: Will-O-Wisp / Hypnosis / Toxic
move 4: Protect / Hidden Power Ground / Roar
ability: Drought
item: Heat Rock
evs: 52 HP / 196 SpA / 236 Spe
nature: Timid

Moves
========
Fire Blast is Vulpix's most powerful STAB of choice, being quite powerful, especially in the sun. However, it'(Remove apostrophe)s middling accuracy may draw some players towards Flamethrower. Energy Ball gets great coverage alongside Vulpix's Fire-type stab STAB moves, as it hits bulky waters Water-types,(RC) such as Chinchou and Tirtouga,(RC) for super-(remove)effective (lowercase "s", "e", remove hyphen and add a space) damage. Will-O-Wisp can cripple physical attackers and helps give Vulpix take sponge some attacks better. (this is proper with the "s" at the end of "help" but sounds better without imo) Toxic, however, can cripple special walls such as Munchlax or other Fire-types who that are immune to Burn being burned,(RC) such as Ponyta. Hypnosis is useful for providing free turns and helpings Vulpix pivot to Chlorophyll sweepers. (like before, proper with the "s" but flows well with "helping") Similarly, Protect keeps Vulpix safe from Fake Out and helps secure switches. Hidden Power Ground is another coverage move to hit other Fire-types. Finally, Roar can be useful for a team that is worried about Torchic and other set-up sweepers.

Set Details
========
Heat Rock is beneficial for extending the duration of sun from 5 turns to 8,(AC) turns which helps Chlorophyll sweepers by giving them more time on the battlefield. A Timid nature is used to outspeed some physical attackers like such as Adamant Mienfoo that so they can be crippled with Will-O-Wisp.

Usage Tips
========
The set's main job is to keep the sun out while using Vulpix's powerful coverage options to help its teammates with sweeping. Vulpix doesn't always need to be the lead; it all depends on the opponent's team. For example, it may help to first remove certain Pokemon, such as Sticky Web setters,(RC) which that can make Vulpix's job a lot harder.

Team Options
========
Vulpix is usually the supporter of the team, but it does appreciate some help from its teammates. Rock- and Ground-types such as Archen and Drilbur, respectively, can help Vulpix by being able to check certain Rock-, Ground-, and Flying-types, which usually give sun teams some trouble. Other Fire-types appreciate sun for being able to remove their weakening super effective Water-type moves weakness while simultaneously boosting their Fire-type STAB moves. Chlorophyll sweepers such as Oddish or Bellsprout are capable of using Vulpix's sun to the fullest potential by getting a Speed boost and sweeping through teams.

Choice Scarf
########
name: Choice Scarf
move 1: Fire Blast
move 2: Energy Ball
move 3: Hidden Power Rock
move 4: Overheat / Sleep Talk
ability: Drought
item: Choice Scarf
evs: 52 HP / 196 SpA / 240 Spe
nature: Timid

Moves
========
Fire Blast is insanely powerful, especially when amplified by sun. Energy Ball hits bulky Water-types such as Chinchou, while Hidden Power Rock can deal a solid amount of damage to other Fire-types such as Larvesta or Ponyta. Finally, Overheat is an extremely powerful and accurate attack;(add semi-colon) however, due to its secondary effect, it should only be used in quick situations where raw power is needed over longevity. Sleep Talk allows Vulpix to switch in on common sleep inducers such as Foongus, Cottonee, and Bellsprout and still be able to threaten them. If you do decide to run Sleep Talk, it is recommended that you forgo a fourth move to increase your chances of using a more potent coverage move, namely Fire Blast or Energy Ball.

Set Details
========
The Choice Scarf allows Vulpix to fill the role as a nasty revenge killer or late-game sweeper. Vulpix's high Base Power moves are even further amplified in the sun, which Vulpix will always be under. However, this set is less useful in terms of team support due to the lack of Heat Rock, which will meaning sun to only lasts 5 turns.

Usage Tips
========

This set is both an effective revenge killer and potent team supporter, as it uses Vulpix's Speed and power to force threats out while still summoning sun for other sweepers.(add space)It's best used mid-game to open holes in the opposing team's defense, (AC) (<- you forgot to remove this note) which gives other sweepers an easier time. Additionally, Energy Ball provides great coverage to lure in against Rock- and Water-types. Keep in mind, however, that without the Heat Rock, Vulpix can only summon sun for up to 5 turns. This is not bad for Vulpix, but makes sweeping with Chlorophyll sweepers a bit more difficult.

Team Options
========
As with most Fire-types, Vulpix greatly appreciates a teammate that can maintain control over entry hazards. Drilbur makes for a good partner, as it is able to handle opposing Rock- and Fire-types, set up Stealth Rock, and keep the field clear with Rapid Spin. Oddish and Bellsprout are the two best Chlorophyll abusers, so they naturally they pair well with Vulpix, which also benefits from their ability to weed out bulky Water-(add hyphen) and Rock-types. Diglett is able to trap other Fire-types such as Ponyta that wall most of Vulpix's sets.

Life Orb
########
name: Life Orb
move 1: Overheat
move 2: Fire Blast
move 3: Energy Ball
move 4: Hidden Power Rock / Will-O-Wisp
ability: Drought
item: Heat Rock
evs: 196 SpA / 236 Spe
4 HP IVs
nature: Timid

Moves
========
A sun-boosted Overheat will roast almost everything in the metagame;(add semi-colon) however, due to its secondary effect, it isn't a good option to use if you need Vulpix to st(add letter)ay in longer, in which case Fire Blast is the better option. Energy Ball and Hidden Power Rock are used for their good coverage.(add period, capitalize H) However, Will-O-Wisp can be used instead of one to cripple physical switch-ins such as Archen or Munchlax.

Set Details
========
Life Orb in tandem with the sun makes Vulpix's Fire-type moves insanely powerful. With only 4 IVs in HP, Vulpix hits 19 HP, which minimizes Life Orb and Stealth Rock damage. This set is a very potent lure to bulky Pokemon such as Chinchou and Archen, which Vulpix can remove with its good coverage and insane power to allow other Pokemon to sweep.

Usage Tips
========
The set's main job is to hit incredibly hard. It also reaches a solid 17 Speed, so it can revenge kill slower threats;(add semi-colon) however, it is still outpaced by faster Pokemon such as Abra and Ponyta. Due to its Stealth Rock weakness and general fraily fraility, Vulpix should not being switching in on many Pokemon. However, it finds its best opportunities by preying on slower Pokemon such as Foongus and Ferroseed.

Team Options
========
Vulpix's wallbreaking abilities combined with Drought give Chlorophyll sweepers an easier chance to sweep, though keep the 5 turn sun limit in mind. Entry hazard controllers such as Drilbur and Archen make Vulpix's life easier, as they are able to remove hazards and set up Stealth Rock, which is incredibly important in netting the 2HKO on many would-be Vulpix counters such as Archen. Knock Off is another great utility to help maximize Vulpix's power. Mienfoo and Pawniard are both good abusers of the move and are able to clear out any bulky Rock-types which that threaten Vulpix.


Other Options
########

Pain Split may be used so that Vulpix isn't worn down as easily,(AC) and which works effectively on many of its common switch-ins such as Munchlax; however, its mechanics make it a rather inconsistent recovery option. On the flip side, when used correctly, the move can be quite good at wearing down Vulpix's checks. RestTalk is another, more consistent form of recovery and is a little more consistent. By utilizing RestTalk, Vulpix also works as an effective status sponge and can also run a more defensive spread to increase its longevity so that it can last longer throughout the match. Due to the fact that Vulpix forces quite a few switches, Substitute can be used to take advantage of those the switches Vulpix forces opportunities, and may also be used with Disable for even more disruptive shenanigans. In regards to other methods of healing, Berry Juice is a very effective way to keep Vulpix healthy, but it comes at the cost of sacrificing Heat Rock, which reduces the effectiveness of Vulpix's supportive role. Flamethrower's accuracy is a more accurate move as it has a perfect accuracy so it can be used over reliable than Fire Blast, however but Fire Blast has more power and will usually be more effective. Extrasensory is nice to hits Water-types and that aren't hurt much by Energy Ball like Skrelp and Tentacool. Flame Charge can also be a good option be used on more offensive variants, as the +1 Speed boost can prove especially useful to prevent Choice Scarf users from constantly forcing Vulpix out. Lastly, Sunny Day is a good option to regain momentum the instant that Hippopatas attempts to switch in and override Drought with Sand Stream.

Checks & Counters
########

**Bulky special walls**: Bulky special walls such as Munchlax, Spritzee, Lickitung, specially defensive Hippopotas, and Goomy can take all of Vulpix's attacks quite easily.

**Reverse weather sweepers**: Reverse weather sweepers such as Rain Dance Mantyke can threaten Vulpix if the sun is not out.

**Knock Off**: Knock Off users can strip away Vulpix's Heat Rock and Choice Scarf, essentially taking away much of its utility.

**Fire- and Rock-types**: Archen, Ponyta, Growlithe, and Tyrunt can check Vulpix, but have to watch out for certain status moves and Hidden Power.

**Houndour and Diglett** Houndour and Diglett both work as decent offensive checks; Diglett in particular can trap Vulpix and stall out sun turns with Substitute.

**Stealth Rock** Stealth Rock limits the number of times Vulpix can come in and summon sun.
 
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doomsday doink

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I'm sorry but this needs to get QC'd before it can go any further. I only skimmed over the first paragraph quickly, but there are still mentions of Murkrow and some of the information is a bit inaccurate for the current metagame. I'm writing a paper right now but I'll make this a placeholder for a QC check, unless someone else on QC wants to beat me to it (as I won't be able to get around to this until Wednesday).
 
This looks fine now, just give mention in OO of Flamethrower and how it accurate it is but Fire Blast is usually a better option and also mention Extrasensory with its ability to deal with the rising star Skrelp and the uncommon Tentacool, Quick Attack is also worth mentioning as it's able to ko weakened stuff that are faster than Vulpix.
 

antemortem

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Socialization Head
amcheck

add / remove / comment / capitalize

Overview
########

As the monarch of sun offense,(AC) courtesy of its metagame-defining ability Drought, Vulpix wields a significant degree of influence for its capability to hold entire teams on its shoulders, dilute the offensive prowess of many Water-types, and account for the viability of all Chlorophyll users. Its impressive supportive and offensive movepool means it's far from a sitting duck, as with the correct moves, it has the potential to seriously cripple or 2HKO just about every threat in LC. Moreover, these characteristics allow it function effectively as an effective stand-alone Pokemon, easily checking many dangerous threats such as Snover, Croagunk, and Magnemite. Vulpix's Drought ability makes its Fire-type STAB moves some of the strongest attacks in the metagame. With its impressive offensive presence,(AC) blended together with its good 17 Speed, Vulpix is able to equip a Choice Scarf and function as a fantastic late-game sweeper and revenge killer all the same.

While the level of support Vulpix provides is unquestionably good, it's limited to no more than eight turns of sun at most (you clarify this point with "no more than") with a Heat Rock. This limitation of support requires Vulpix to be played with precision and long-term planning, especially when taking into account that dedicated sun teams absolutely require its support to do anything noteworthy. To add insult to injury, Vulpix isn't so too difficult to wear down due to its susceptibility to Stealth Rock as well as having rather mediocre defenses, which makes switching into even neutral-(remove)STAB attacks a daunting task. Overall, Vulpix is the personification of a "team player," as,(AC) even after its demise, it might just leave a few turns of sun to pave the way for your its team's victory.

Offensive Sun Support
########
name: Offensive Sun Support
move 1: Fire Blast
move 2: Energy Ball
move 3: Will-O-Wisp / Hypnosis / Toxic
move 4: Protect / Hidden Power Ground / Roar
ability: Drought
item: Heat Rock
evs: 52 HP / 196 SpA / 236 Spe
nature: Timid

Moves
========
Fire Blast is Vulpix's most powerful STAB of choice, being quite powerful, especially in the sun. However, it'(Remove apostrophe)s middling accuracy may draw some players towards Flamethrower. Energy Ball gets great coverage alongside Vulpix's Fire-type stab STAB moves, as it hits bulky waters Water-types,(RC) such as Chinchou and Tirtouga,(RC) for super-(remove)effective (lowercase "s", "e", remove hyphen and add a space) damage. Will-O-Wisp can cripple physical attackers and helps give Vulpix take sponge some attacks better. (this is proper with the "s" at the end of "help" but sounds better without imo) Toxic, however, can cripple special walls such as Munchlax or other Fire-types who that are immune to Burn being burned,(RC) such as Ponyta. Hypnosis is useful for providing free turns and helpings Vulpix pivot to Chlorophyll sweepers. (like before, proper with the "s" but flows well with "helping") Similarly, Protect keeps Vulpix safe from Fake Out and helps secure switches. Hidden Power Ground is another coverage move to hit other Fire-types. Finally, Roar can be useful for a team that is worried about Torchic and other set-up sweepers.

Set Details
========
Heat Rock is beneficial for extending the duration of sun from 5 turns to 8,(AC) turns which helps Chlorophyll sweepers by giving them more time on the battlefield. A Timid nature is used to outspeed some physical attackers like such as Adamant Mienfoo that so they can be crippled with Will-O-Wisp.

Usage Tips
========
The set's main job is to keep the sun out while using Vulpix's powerful coverage options to help its teammates with sweeping. Vulpix doesn't always need to be the lead; it all depends on the opponent's team. For example, it may help to first remove certain Pokemon, such as Sticky Web setters,(RC) which that can make Vulpix's job a lot harder.

Team Options
========
Vulpix is usually the supporter of the team, but it does appreciate some help from its teammates. Rock- and Ground-types such as Archen and Drilbur, respectively, can help Vulpix by being able to check certain Rock-, Ground-, and Flying-types, which usually give sun teams some trouble. Other Fire-types appreciate sun for being able to remove their weakening super effective Water-type moves weakness while simultaneously boosting their Fire-type STAB moves. Chlorophyll sweepers such as Oddish or Bellsprout are capable of using Vulpix's sun to the fullest potential by getting a Speed boost and sweeping through teams.

Choice Scarf
########
name: Choice Scarf
move 1: Fire Blast
move 2: Energy Ball
move 3: Hidden Power Rock
move 4: Overheat / Sleep Talk
ability: Drought
item: Choice Scarf
evs: 52 HP / 196 SpA / 240 Spe
nature: Timid

Moves
========
Fire Blast is insanely powerful, especially when amplified by sun. Energy Ball hits bulky Water-types such as Chinchou, while Hidden Power Rock can deal a solid amount of damage to other Fire-types such as Larvesta or Ponyta. Finally, Overheat is an extremely powerful and accurate attack;(add semi-colon) however, due to its secondary effect, it should only be used in quick situations where raw power is needed over longevity. Sleep Talk allows Vulpix to switch in on common sleep inducers such as Foongus, Cottonee, and Bellsprout and still be able to threaten them. If you do decide to run Sleep Talk, it is recommended that you forgo a fourth move to increase your chances of using a more potent coverage move, namely Fire Blast or Energy Ball.

Set Details
========
The Choice Scarf allows Vulpix to fill the role as a nasty revenge killer or late-game sweeper. Vulpix's high Base Power moves are even further amplified in the sun, which Vulpix will always be under. However, this set is less useful in terms of team support due to the lack of Heat Rock, which will meaning sun to only lasts 5 turns.

Usage Tips
========

This set is both an effective revenge killer and potent team supporter, as it uses Vulpix's Speed and power to force threats out while still summoning sun for other sweepers.(add space)It's best used mid-game to open holes in the opposing team's defense, (AC) (<- you forgot to remove this note) which gives other sweepers an easier time. Additionally, Energy Ball provides great coverage to lure in against Rock- and Water-types. Keep in mind, however, that without the Heat Rock, Vulpix can only summon sun for up to 5 turns. This is not bad for Vulpix, but makes sweeping with Chlorophyll sweepers a bit more difficult.

Team Options
========
As with most Fire-types, Vulpix greatly appreciates a teammate that can maintain control over entry hazards. Drilbur makes for a good partner, as it is able to handle opposing Rock- and Fire-types, set up Stealth Rock, and keep the field clear with Rapid Spin. Oddish and Bellsprout are the two best Chlorophyll abusers, so they naturally they pair well with Vulpix, which also benefits from their ability to weed out bulky Water-(add hyphen) and Rock-types. Diglett is able to trap other Fire-types such as Ponyta that wall most of Vulpix's sets.

Life Orb
########
name: Life Orb
move 1: Overheat
move 2: Fire Blast
move 3: Energy Ball
move 4: Hidden Power Rock / Will-O-Wisp
ability: Drought
item: Heat Rock
evs: 196 SpA / 236 Spe
4 HP IVs
nature: Timid

Moves
========
A sun-boosted Overheat will roast almost everything in the metagame;(add semi-colon) however, due to its secondary effect, it isn't a good option to use if you need Vulpix to st(add letter)ay in longer, in which case Fire Blast is the better option. Energy Ball and Hidden Power Rock are used for their good coverage.(add period, capitalize H) However, Will-O-Wisp can be used instead of one to cripple physical switch-ins such as Archen or Munchlax.

Set Details
========
Life Orb in tandem with the sun makes Vulpix's Fire-type moves insanely powerful. With only 4 IVs in HP, Vulpix hits 19 HP, which minimizes Life Orb and Stealth Rock damage. This set is a very potent lure to bulky Pokemon such as Chinchou and Archen, which Vulpix can remove with its good coverage and insane power to allow other Pokemon to sweep.

Usage Tips
========
The set's main job is to hit incredibly hard. It also reaches a solid 17 Speed, so it can revenge kill slower threats;(add semi-colon) however, it is still outpaced by faster Pokemon such as Abra and Ponyta. Due to its Stealth Rock weakness and general fraily fraility, Vulpix should not being switching in on many Pokemon. However, it finds its best opportunities by preying on slower Pokemon such as Foongus and Ferroseed.

Team Options
========
Vulpix's wallbreaking abilities combined with Drought give Chlorophyll sweepers an easier chance to sweep, though keep the 5 turn sun limit in mind. Entry hazard controllers such as Drilbur and Archen make Vulpix's life easier, as they are able to remove hazards and set up Stealth Rock, which is incredibly important in netting the 2HKO on many would-be Vulpix counters such as Archen. Knock Off is another great utility to help maximize Vulpix's power. Mienfoo and Pawniard are both good abusers of the move and are able to clear out any bulky Rock-types which that threaten Vulpix.


Other Options
########

Pain Split may be used so that Vulpix isn't worn down as easily,(AC) and which works effectively on many of its common switch-ins such as Munchlax; however, its mechanics make it a rather inconsistent recovery option. On the flip side, when used correctly, the move can be quite good at wearing down Vulpix's checks. RestTalk is another, more consistent form of recovery and is a little more consistent. By utilizing RestTalk, Vulpix also works as an effective status sponge and can also run a more defensive spread to increase its longevity so that it can last longer throughout the match. Due to the fact that Vulpix forces quite a few switches, Substitute can be used to take advantage of those the switches Vulpix forces opportunities, and may also be used with Disable for even more disruptive shenanigans. In regards to other methods of healing, Berry Juice is a very effective way to keep Vulpix healthy, but it comes at the cost of sacrificing Heat Rock, which reduces the effectiveness of Vulpix's supportive role. Flamethrower's accuracy is a more accurate move as it has a perfect accuracy so it can be used over reliable than Fire Blast, however but Fire Blast has more power and will usually be more effective. Extrasensory is nice to hits Water-types and that aren't hurt much by Energy Ball like Skrelp and Tentacool. Flame Charge can also be a good option be used on more offensive variants, as the +1 Speed boost can prove especially useful to prevent Choice Scarf users from constantly forcing Vulpix out. Lastly, Sunny Day is a good option to regain momentum the instant that Hippopatas attempts to switch in and override Drought with Sand Stream.

Checks & Counters
########

**Bulky special walls**: Bulky special walls such as Munchlax, Spritzee, Lickitung, specially defensive Hippopotas, and Goomy can take all of Vulpix's attacks quite easily.

**Reverse weather sweepers**: Reverse weather sweepers such as Rain Dance Mantyke can threaten Vulpix if the sun is not out.

**Knock Off**: Knock Off users can strip away Vulpix's Heat Rock and Choice Scarf, essentially taking away much of its utility.

**Fire- and Rock-types**: Archen, Ponyta, Growlithe, and Tyrunt can check Vulpix, but have to watch out for certain status moves and Hidden Power.

**Houndour and Diglett** Houndour and Diglett both work as decent offensive checks; Diglett in particular can trap Vulpix and stall out sun turns with Substitute.

**Stealth Rock** Stealth Rock limits the number of times Vulpix can come in and summon sun.
I went through my previous amcheck and checked what you changed.

GP 2/2
 

soulgazer

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uhm im not qc, but when i made a team with LO vulpix i found that that the spread you gave for LO is bad.

edit: sorry if i sound like im qcing this im so used to qc nu stuff :(

Life Orb
########
name: Life Orb
move 1: Overheat
move 2: Fire Blast
move 3: Energy Ball
move 4: Hidden Power Rock / Will-O-Wisp
ability: Drought
item: Heat Rock
evs: 196 SpA / 236 Spe
4 HP IVs
nature: Timid

If Hidden Power Rock is going to be a first slash, you could atleast give the set the correct EVs: 196 SpA / 240 Spe. Hidden Power Rock lowers the Speed IV by 1 so it needs 4 more Speed EVs to hit 17 with Timid. You also have enough EVs leftover to invest 40 in Def (36 if no Hidden Power Rock since it forces Vulpix to use an imperfect Def IVs too) to get one more Def point. Now I don't know if everybody just forgot about that or if for some reasons Vulpix should never have 11 Def points instead of 10, but yeah I felt like I needed to point it out. If you do implement this you will probably need to talk about this in the Set Details.

Also want to point out the same problem with the first set:

Offensive Sun Support
########
name: Offensive Sun Support
move 1: Fire Blast
move 2: Energy Ball
move 3: Will-O-Wisp / Hypnosis / Toxic
move 4: Protect / Hidden Power Ground / Roar
ability: Drought
item: Heat Rock
evs: 52 HP / 196 SpA / 236 Spe
nature: Timid

you mention Hidden Power Ground (Why not Rock? Every other sets run Hidden Power Rock to hit Fire-types and somehow the Sun Supporter one runs Hidden Power Ground lol). HP Ground lowers the SpA IVs to 30 so you need 200 SpA EVs to hit 14 SpA. If you change it to Hidden Power Rock it will need 240 Spe EVs instead etc.

edit: i suppose ground is for skrelp and tentacool? ignore the 'why not rock>ground' part but the EVs problem still exist :(

Also this might not need a change, but why just Stealth Rock in C&C? doesn't Spikes and Toxic Spikes also limit Vulpix's survivability? Change it to Entry Hazards imo
 
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